|
Post by slayernz on Nov 7, 2013 4:20:26 GMT -5
I've noticed that you are able to change gear without any penalty during combat. This means that you can have one set of kit that causes lots of damage, but has low defensive (parry) values. You use that during combat itself, then at the end of the turn when you've used all of your AP, go into the character gear and change it to low damage, high defensive gear. You get the best of both worlds (albeit it's a bit of a pain and if you forget, you're in for a round of hurt).
So the change would be - you can change gear, but you can only do so at the beginning of a round. You can't change gear once your first party-member does an action (ie, you have to have all squad members at maximum AP).
Until this is done - feel free to try out gear sets to see what gives you the best bang-for-buck ... a 2-H sword, a 1-H sword and 1-H dagger, a large spear, a taser ...?
|
|
|
Post by fallen on Nov 7, 2013 11:24:11 GMT -5
slayernz - thanks, its already on our list. We were thinking of an AP-cost solution (2 AP to change a weapon) but perhaps your solution is simpler. Thoughts from the crowd?
|
|
|
Post by John Robinson on Nov 7, 2013 11:24:20 GMT -5
slayernzAlmost a shame to give up such a game exploit, but your are dead right. I think using a potion costs AP? So the same should apply to swapping. I visualize the Outlander carrying all his weapons. Let's pretend, in the heat of battle his sword breaks, or gets knocked out of his hand. He will take more damage, but isn't going to just stand there and fight bare handed. How about a 2 AP penalty for equipping another weapon during combat phase. To me Action Point penalties are the worst thing that can happen. You get two less squares to retreat, or maneuver, and guaranteed to lose one weapon attack. It could be suicide to keep swapping during a battle. I think the Cleric's Ethereal Damage curse is deadly because of the AP penalty to target. I agree NO free weapon swapping at end of turn, when AP= 0. If you swap, the beginning of next turn you get the -2 AP penalty. For example Outlander starts each turn with AP 7. If he swaps when AP=0, then beginning of next turn he has 5 AP to spend.
|
|
|
Post by fallen on Nov 7, 2013 11:26:57 GMT -5
Ok, so one vote for an AP cost. There is something nice about keeping everything universal -- AP is the thing that lets you do anything.
|
|
|
Post by evmaker on Nov 7, 2013 11:33:43 GMT -5
As is the case alot of times for me I am two minds on it.
On one hand yes it'd be nice to have it an AP cost to be able to switch, but on the other hand I think two AP is not enough of a penalty to prevent the kind of issue slayernz was pointing out. Yes the AP cost is bad and can potentially be very bad depending on the situation, but you can still move 5 times and switch or attack two times and switch so as he said you always end up with your strongest defense at the end of the round.
In the end I'd more lean to only being able to change weapon at the beginning of the teams round, you can still change it, but you can't always end the round with the strongest defense.
|
|
|
Post by John Robinson on Nov 7, 2013 12:09:24 GMT -5
evmakerYeah I can see what you mean. Outlander 7Ap, Swap 1=5Ap remaining, One attack 3AP remain, Swap 2 1AP remaining. However some weapons require 3 or 4 AP to attack with. Also I think characters should have a little wiggle room to cast spells/buffs that could save their lives.
|
|
|
Post by absimiliard on Nov 7, 2013 12:22:16 GMT -5
I favor an AP cost to change equipment. I think it should be based on the equipment, drawing a sword is relatively quick whereas changing armor (in real life) takes minutes. I'm as yet unsure about the game-balance equations.
-abs
|
|
|
Post by evmaker on Nov 7, 2013 12:40:46 GMT -5
drawing a sword is relatively quick -abs Well I was more thinking about the balance only, although from a 'more realistic' thought on it, it is not so much drawing a sword, as putting away your current sword, pulling out the next one from wherever its located (another sheathe, back holster, etc..) and switching mindsets to be thinking about the fighting style for the new weapon. Edit: Which does bring up the point that since it is essentially two weapon changes, switching to offensive at start of new round and switching to defensive at the end that would be 4 AP in switching costs leaving just 3 AP for the round which would only be 3 moves or one attack, not the way I was thinking of it. That said, a 2 AP+ solution probably be an alright balance, though I still feel changing just at the beginning of the teams round would be the better option.
|
|
|
Post by hosh on Nov 7, 2013 13:26:59 GMT -5
I vote for AP cost, but also make it clear what the penalty is when you try to swap it. I'm used to games that do this.
|
|
|
Post by beuns on Nov 8, 2013 8:17:57 GMT -5
I vote for AP cost, but also make it clear what the penalty is when you try to swap it. I'm used to games that do this. I'm also in favor of AP cost but it definitely need to be clear before swapping anything what it'll cost.
|
|
|
Post by rabidbite on Nov 8, 2013 11:40:26 GMT -5
Hmm.
No armor changes during combat. What I mean by that is, boots, leggings and chest armor that really can't be reasonable to change in combat.
Helmets might be ok ... but doubtful. Necklaces (like dig into a pocket and wrap a magic necklace around your fist) I can see changing in a dynamic situation. Rings (assuming no gloves) might also be realistic, but, that would take 2 hands unless there is a *ring-dolier* (just made it up from bandolier).
Weapon changes in combat are realistic.
If movement and attacks are ever separated for characters, I think an attack and an AP penalty BOTH should be applied depending on the item changed.
|
|